/*
 *	ME2 C++ SDK
 *	Copyright (c) 2010 _silencer
 *
 *	Permission is hereby granted, free of charge, to any person
 *	obtaining a copy of this software and associated documentation
 *	files (the "Software"), to deal in the Software without
 *	restriction, including without limitation the rights to use,
 *	copy, modify, merge, publish, distribute, sublicense, and/or sell
 *	copies of the Software, and to permit persons to whom the
 *	Software is furnished to do so, subject to the following
 *	conditions:
 *
 *	The above copyright notice and this permission notice shall be
 *	included in all copies or substantial portions of the Software.
 *
 *	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 *	EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 *	OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 *	NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 *	HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 *	WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 *	FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 *	OTHER DEALINGS IN THE SOFTWARE.
 */

#ifndef UNREAL_CORE_H
#define UNREAL_CORE_H

#include "unreal_offsets.h"

namespace unreal
{
	typedef char int8;
	typedef short int16;
	typedef int int32;
	typedef __int64 int64;

	typedef unsigned char uint8;
	typedef unsigned short uint16;
	typedef unsigned int uint32;
	typedef unsigned __int64 uint64;

	#pragma pack(push)
	#pragma pack(1)

	struct uguid
	{
		uint32 A;
		uint32 B;
		uint32 C;
		uint32 D;
	};

	#pragma pack(pop)

	/*
		TODO lost the dynamic memory engine alloc/release code and offsets, recode it at some time and improve the template containers...
	*/

	class uobject;
	class uenum;
	class ufield;
	class ufunction;
	class uproperty;
	class ustruct;
	class ustate;
	class uclass;
}

#endif
